Function rin::gl::image_based_light::equirectangular_to_cubemap_allocate_levels [−][src]
pub fn equirectangular_to_cubemap_allocate_levels(
map: &Texture,
size: u32,
color_format: ColorFormat,
gl: &Renderer<'_, Screen>
) -> CubeMap
Convert a texture containing an equirectangular environment map into a cubemap
The resulting cubemap will have memory allocated for all the possible mip levels